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Old 10-29-10, 10:16 PM   #31
Cerberus62
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Quote:
Originally Posted by Pablo View Post
Hi!

FYI the Brooklyn class did not use the dual 5"/38 caliber gun turrets. See numerous photos at http://www.history.navy.mil/photos/s...nsh-b/cl40.htm. It had eight single 5"/25 cal guns

Pablo
Thank you, only one ship of this class (CL-42 Savannah) had the 5"/38 cal Mk 12:

http://www.navsource.org/archives/04/042/0404218.jpg
http://www.navsource.org/archives/04/042/0404204.jpg

The other ships of the Brooklyn class used 5"/25 cal single mounts. The modified Brooklyn's sometimes called St.Louis class featured the 5"/38 as well (http://www.navsource.org/archives/04/050/0405006.jpg), but the ship in SH5 is of the "base" class.

I'll change it in near future by correcting the 5"/25 and adding a proxy model for USS Savannah.
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Old 10-31-10, 05:06 AM   #32
tonschk
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Thank you a LOT Cerberus62
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Old 11-01-10, 04:03 AM   #33
Lupo
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hi!

sweet.............many thanks cerberus62!!!

mfg lupo!
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Old 04-04-12, 03:17 PM   #34
Factor_X
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Hi Cerberus,

Is your mod compatible with TDW Multiple UIs v6.9.0 ??

Because when I try to install it, it tries to override several files
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Old 04-08-12, 07:21 PM   #35
Cerberus62
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Quote:
Originally Posted by Factor_X View Post
Hi Cerberus,

Is your mod compatible with TDW Multiple UIs v6.9.0 ??

Because when I try to install it, it tries to override several files
Historical Ship Equipment 1.3 is older than TDW's Multiple UI 6.9.0. And since I haven't found a way to make my mod compatible with future versions of other mods I suggest you install Multiple UI 6.9.0 on top of (this means after) Historical Ship Equipment 1.3. There is nothing in my mod that is necessary to keep SH5 running.
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Old 01-01-13, 03:04 AM   #36
V13dweller
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Could you re upload this file? the Filefront one keeps saying "File not found" and redirecting me to their front page.
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Old 01-07-13, 07:07 AM   #37
gap
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Quote:
Originally Posted by V13dweller View Post
Could you re upload this file? the Filefront one keeps saying "File not found" and redirecting me to their front page.
While we are waiting for Cerberus62 to reupload his mod, here's a temporary link to it:

LINK REMOVED

Last edited by gap; 01-09-13 at 02:07 PM.
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Old 01-09-13, 01:58 PM   #38
Cerberus62
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See first posting for new download link to latest version (v1.4 from 08 Dec 2010).

Since it contains only minor changes I didn't upload v1.4 before.

Greeetings
Cerberus62
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Old 01-09-13, 02:10 PM   #39
gap
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Quote:
Originally Posted by Cerberus62 View Post
See first posting for new download link to latest version (v1.4 from 08 Dec 2010).

Since it contains only minor changes I didn't upload v1.4 before.

Greeetings
Cerberus62


Have you seen this thread?

http://www.subsim.com/radioroom/show...29#post1935329

If you like it, I would be glad if you partecipated to the development of tis project.
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Old 01-26-13, 10:23 AM   #40
gerd peter meyer
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Cerberus62 Historical Ship Equipment 1.0

Quote:
See first posting for new download link to latest version (v1.4 from 08 Dec 2010).

Since it contains only minor changes I didn't upload v1.4 before.

Greeetings
Cerberus62
Hi Cerberus62,

thanks for this very helpfull work in this mod !
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Old 01-12-14, 02:38 PM   #41
Raven_2012
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Is this mod still used, just wondering because I updated most of my mods and this one is still in it. It gets overwritten by a lot of mods.
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Old 01-21-14, 10:28 PM   #42
Raven_2012
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I'm early in campaign and I saw there is a version 1.4, I was using 1.3. Do I need to start a new campaign to add this or remove it? Or do I just need to be in bunker?

Hope someone can answer this.

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Old 01-22-14, 02:04 AM   #43
gap
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Quote:
Originally Posted by Raven_2012 View Post
I'm early in campaign and I saw there is a version 1.4, I was using 1.3. Do I need to start a new campaign to add this or remove it? Or do I just need to be in bunker?

Hope someone can answer this.

AI ship equipments shouldn't be campaigm-related
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Old 01-28-14, 04:39 PM   #44
Raven_2012
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I got a question about this mod placement in a mod soup.

Cerberus62 Historical Ship Equipment 1.4

It effects this mods:
Cerberus62 Corrected Depth Charge Projector 1.0
FX_Update_0_0_22_ByTheDarkWraith
OHII 2.4


Where would I put it? I ask this because I don't see this in a lot of peoples mod soup anymore, so it is hard to find the info.

Would this order be correct?

FX_Update_0_0_22_ByTheDarkWraith
OHII 2.4
Cerberus62 Corrected Depth Charge Projector 1.0
Cerberus62 Historical Ship Equipment 1.4


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Old 01-28-14, 05:07 PM   #45
gap
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Quote:
Originally Posted by Raven_2012 View Post
I got a question about this mod placement in a mod soup.

Cerberus62 Historical Ship Equipment 1.4

It effects this mods:
Cerberus62 Corrected Depth Charge Projector 1.0
FX_Update_0_0_22_ByTheDarkWraith
OHII 2.4


Where would I put it? I ask this because I don't see this in a lot of peoples mod soup anymore, so it is hard to find the info.

Would this order be correct?

FX_Update_0_0_22_ByTheDarkWraith
OHII 2.4
Cerberus62 Corrected Depth Charge Projector 1.0
Cerberus62 Historical Ship Equipment 1.4



Cerberus62 Corrected Depth Charge Projector 1.0 was released long after Historical Ship Equipment 1.4, and it is likely that it is based on the latter, though I have not looked into their respective files in depth.

OHII probably contains one or two eqp files and some roster entries which will (and can safely) be overwritten by Historical Ship Equipment.

If you overwrite FXU's eqp files with the ones by Cerberus, you will loose some whistle and withe flare effects. By doing the reverse, you would completely miss the features of the two mods by Cerberus.

All in all, unless you are ready to merge entries from the conflicting files, the best compromise should be this:

FX_Update_0_0_22_ByTheDarkWraith
OHII 2.4
Cerberus62 Historical Ship Equipment 1.4
Cerberus62 Corrected Depth Charge Projector 1.0
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